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Missile overhaul: gauge, stronger missiles, penetrators
Yesterday, 10:32 AM
Post: #131
RE: Missile overhaul: gauge, stronger missiles, penetrators
(Yesterday 04:05 AM)SynthTwo Wrote:  I will refrain from giving a verdict until I can test it but I really do not like penetrating warheads being on a spam weapon system.

Why would I use anything else?

Same reason as before:
  • Thumping body components are a straight damage downgrade from HE/frag/EMP
  • Penetrating body components are a straight downgrade from thump, a massive one if armor is at least 2m thick
  • To penetrate any meaningful armor you need 80%+ body components
If you have a fkton of missiles connecting HE/thump will do more internal damage AND remove a bigass chunk of armor.
If only a portion gets through and armor is strong enough to stop penetrators you've thrown away most of your damage potential.
If armor isn't enough to stop them they are better, but there should be a reason to use them Smile


I'm not satisfied with the damage numbers, was too focused on making S being able to penetrate something.
After sleeping on it I think I'll just throw out the mass changes and revisit that part, much easier to balance if I only have to worry about M/L.
Damage scaling with the square of velocity makes "normal" missiles useless or SR direct fire too strong.

An idea I'm toying with is penetrator module having a fixed damage, and bodies/speed only increasing AP.
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Yesterday, 10:08 PM (This post was last modified: Yesterday 10:11 PM by draba.)
Post: #132
RE: Missile overhaul: gauge, stronger missiles, penetrators
Update to tighten penetrator damage ranges.

Penetrator numbers changed
  • Kinetic damage is (BASE_DAMAGE / BODY_MODIFIER) * SQRT(EFFICIENCY_FACTOR)
  • Kinetic AP is 40 * BODY_MODIFIER * SQRT(EFFICIENCY_FACTOR)
  • EFFICIENCY_FACTOR is 0.1/1/10 for S/M/L
  • BASE_DAMAGE is THUMP_DAMAGE * 0.55 at a given speed
  • BODY_MODIFIER is SQRT(THUMPER_COUNT + BODY_COUNT + MODULE_COUNT/20)
It's an overall buff for penetrators with few bodies, a nerf for big missiles with SR thrusters.

Misc changes
  • The 10% mass decrease of the previous update reverted, S mass increased by ~5%, L decreased by the same amount
  • HE radius increased from DAMAGE^0.28 to DAMAGE^0.32
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Today, 08:16 AM
Post: #133
RE: Missile overhaul: gauge, stronger missiles, penetrators
Hey Draba, I seem to have an issue with the Aero caps, the only way they connect for me is by replacing a gantry with them, if I just add them on the system sees them but doesn't actually add the module.
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Today, 10:17 AM
Post: #134
RE: Missile overhaul: gauge, stronger missiles, penetrators
(Today 08:16 AM)Softie Wrote:  Hey Draba, I seem to have an issue with the Aero caps, the only way they connect for me is by replacing a gantry with them, if I just add them on the system sees them but doesn't actually add the module.

Code could use a few cleanup rounds so entirely possible Smile

PSA: use replacement to place aero hatches until I fix them.
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Today, 06:14 PM
Post: #135
RE: Missile overhaul: gauge, stronger missiles, penetrators
Another update, penetrator calculations changed again.
Really like the current version so probably the last complete overhaul.

Penetrator number changes(again Smile )
  • Damage: 5 * SPEED * MODULECOUNT * SCALE
  • AP: SPEED * BODY_RATIO * SCALE^2
  • SCALE is 0.5/1/2 for S/M/L
  • BODY_RATIO is (BODY_COUNT + THUMPER_COUNT) / TOTAL_MODULE_COUNT

Shortrange thruster changes
  • Fuel efficiency decreased, in 5 seconds now it uses up 4 fuel tanks(was 4)
  • Duration can be 1-5 seconds, instead of 2.5-5
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